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Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
ElBlocko |
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Newcomer Level: 7 Posts: 6/6 EXP: 994 Next: 454 Since: 10-14-11 Last post: 4407 days Last view: 4406 days |
Posted by Insectduel Hey there. Sorry for my, um, lateness to your reply. I've taken a break from editing SMB3 for a while mainly because of lack of interest, but I hope to get back into it soon. Thanks for the tips! I'll be sure to try them out soon. As for the Magic Wand thing, a lazy workaround I've implemented is simply to put a ceiling above the Koopa Kid so that the wand never appears onscreen. Yes, this means you don't need to defeat the Koopa Kid to advance, so I'm planning to design the "arena" as an area where you need to sprint and make a jump, and with the Koopa Kid still alive, this would be very hazardous to pull off. I'll also need to design them so that you can't simply charge up Raccoon/Tanooki and fly over the fight beforehand. Anyway, thanks again. |
ShoFIZZLE |
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Shyguy Level: 22 Posts: 75/80 EXP: 51967 Next: 6383 Since: 11-18-09 From: Atlanta, GA Last post: 4304 days Last view: 4304 days |
Posted by PantalonesThe pillars need to reach the floor, or they will glitch, just like the windows, and they cannot be near or under the pipes. I haven't messed with my hack in a while, but it took me a while to get all of those glitches sorted out. Now the airship level....if I had hair, I'd pull it out. |
Mineyl |
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Ninji Level: 35 Posts: 242/243 EXP: 276920 Next: 3016 Since: 09-10-09 From: World 5 Last post: 4280 days Last view: 465 days |
Took me a while to figure out where the site disappeared to, and about twice as long to figure out my password.
Anyway, I randomly decided to make my unfinished SMB3 hack available for public download after nearly three years of stagnation, and since this is the place where I originally received encouragement and all that, I thought I'd post it here too! Yay? Here's the trailer: And here's the download link: Mario Dreamscape v02 Enjoy! I'll be lurking around here again now that college is over, so if you have any comments, please don't be shy about sharing them. ____________________ Back from the beyond. |
Googie |
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Giant Red Paratroopa Level: 77 Posts: 831/1407 EXP: 4181775 Next: 9354 Since: 02-19-07 From: Brooklyn, NY Last post: 11 days Last view: 11 days |
Nice hack you did, I really enjoyed it. Even if it's incomplete it shows you put alotta love into the hack. ____________________ My Linktree |
Scrydan |
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Shyguy Level: 23 Posts: 10/92 EXP: 58409 Next: 9314 Since: 04-30-12 Last post: 3174 days Last view: 3153 days |
The trailer looks pretty nice. I may have to give it a try after my last two weeks of college. Then I can play a lot more hacks and stuff. |
Insectduel |
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Hammer Brother Level: 68 Posts: 745/1069 EXP: 2688230 Next: 40570 Since: 02-16-08 From: Insectduel's office Last post: 1259 days Last view: 1258 days |
I've completed placing the rom addresses for Super Mario All-Stars into one document. You can download it here. Every Friday it will be re-uploaded when I add more data into a document. I'll fix the level and enemy rom offsets since they are incorrect and can lead into problems when editing or viewing levels. |
Googie |
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Giant Red Paratroopa Level: 77 Posts: 836/1407 EXP: 4181775 Next: 9354 Since: 02-19-07 From: Brooklyn, NY Last post: 11 days Last view: 11 days |
I wanna work on my Toad SMB3 hack again, can I please have the offsets where I can change the ? sprite to the wand sprite when Boom Boom is defeated? I would really appreciate it. ^^; ____________________ My Linktree |
ShoFIZZLE |
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Shyguy Level: 22 Posts: 77/80 EXP: 51967 Next: 6383 Since: 11-18-09 From: Atlanta, GA Last post: 4304 days Last view: 4304 days |
Anyone care to lend a helping hand on my airship level? |
emrabt |
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Newcomer Level: 4 Posts: 1/2 EXP: 186 Next: 93 Since: 05-28-12 Last post: 4345 days Last view: 4286 days |
Would anyone be willing to help me?
I’m new to hacking, so I will need step by step instructions to learn, I might have the terminology wrong but I’m looking to learn these things: Edit sprite tile mapping, using either the Disassembly or a hex editor. Could somebody show me how to do something simple, like change the goomba from using two tiles flipped to having 4 separate tiles? Background tile mapping to put a sign post into a level like with Mario world. Assigning each tile a new pallet, I know and have changed the colours from the palettes already set to each tile using a hex editor, but I am looking to reassign a specific pallet to a tile. For example using Mario’s palette for a piranha plant. A big thank you to anyone who takes the time to help me. |
Insectduel |
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Hammer Brother Level: 68 Posts: 749/1069 EXP: 2688230 Next: 40570 Since: 02-16-08 From: Insectduel's office Last post: 1259 days Last view: 1258 days |
Posted by Googie It's possible, but the Magic ? Ball is an enemy sprite while the wand is a different sprite which is considered a special series. If I can figure out where the sprite initial comes from I'll change it's course. Posted by ShoFIZZLE Go on! Ask away! Posted by emrabt Is it for NES SMB3 or SMAS, either way sprite tile mapping is the hardest to know. I haven't analyze how the NES version of sprite tile mapping works so there's no way I can but someone may help you. Good luck! ISD a.k.a ろんちゃん |
emrabt |
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Newcomer Level: 4 Posts: 2/2 EXP: 186 Next: 93 Since: 05-28-12 Last post: 4345 days Last view: 4286 days |
Posted by Insectduel NES, Thank you for replying. How about making a shelled koopa come from a ? box? or change how many lives a 1up mushroom gives? Something to explain how to get started. |
Insectduel |
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Hammer Brother Level: 68 Posts: 750/1069 EXP: 2688230 Next: 40570 Since: 02-16-08 From: Insectduel's office Last post: 1259 days Last view: 1258 days |
1] How about making a shelled koopa come from a ? box?
It's possible to spawn a shelled koopa but it's not a regular sprite. It's a special object like with wands or kuribo's shoe. Unless you want to spawn a walking koopa instead. Otherwise it would be ASM related. Besides, the only person would spawn a kuribo's shoe from giant ? blocks is Dahrkdaiz. If possible MAYBE I'll get a workaround with that! 2] or change how many lives a 1up mushroom gives? Again, it's also possible since there is a table of how many lives does a player gives. If I could study the coding especially how many lives for getting 3 goal cards, I can get a workaround to create a code where a player gets 2, 3, or maybe 10 lives from a single 1-UP mushroom. Now onward with my question! Hello, I may need help on this one! I'm trying to create the poisonous mushroom sprite replacing the starman and I got a problem with the starman sprite. I have tried to change it's location pointer at rom offset x2070 ($A060) and it worked which disables the flashing, but the main problem would be it's 1st jump after it pops from ? blocks and bricks. I've tried almost everything in the code breakpoint and didn't find the problem. Then it come across with rom offset x2852 ($A842), NOP 5 bytes of a code and the Power-UP Mushroom and the 1-UP mushroom both make 1st jumps before landing on the floor after popping up from blocks. So how do I make the Starman do the same which it would NEVER make it's 1st jump like with Mushrooms? |
ShoFIZZLE |
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Shyguy Level: 22 Posts: 78/80 EXP: 51967 Next: 6383 Since: 11-18-09 From: Atlanta, GA Last post: 4304 days Last view: 4304 days |
I didn't know you logged on Insect.
Anyways, I'm dealing with a scrolling issue where the level doesn't want to scroll properly, it's unplayable and just scrolls wherever it wants to, the level shows up somewhat, and I knew I set the pointer, but it keeps doing whatever it wants while the enemy and offset data keeps rewriting itself. I can send you the test rom and txt file if you want to see what I'm talking about. |
Mekeninzo |
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Newcomer Level: 3 Posts: 1/1 EXP: 65 Next: 63 Since: 08-27-12 Last post: 4261 days Last view: 4256 days |
Recently Started trying to hack SMB3... any help is appreciated.
I will also share any information I find... Currently trying to disassemble Power ups... *Can't seem to find Frog, Tanooki, Hammer suit Objects...* Hypothisis ~Perhaps they don't exist as items but merely as Sprites attached to the Giant ? Block Objects~ 0x24FE - Object Comes out of Flower ? 0x24FF - Object Comes out of Leaf ? 0x2500 - Object Comes out of Starman ? 0x2501 - Object Comes out istead of Mushroom When Small 0x2502 - Object Comes out of Vine ? 0x2503 - Object Comes out of 1Up ? and hidden 1up 09: Anchor 0B: 1up 0C: Starman 0D: Mushroom 0E: Wand Scene 1A: 1000 Points 1C: Big ? Mushroom??? 19: Fire Flower 1E: Leaf 1F: Vine 21: Flower Card 22: Mushroom Card 23: Star Card 26: Stationary Platform 27: Left to Right Platform 28: Down to up Platform 2B: Kuribos shoe 2C: Continuously Left Moving Platform 2D: Big Red Fish That eats you 2F: Boo 34: Exits Stage and spins mario on Map (Level not beaten Can still move around map and select level) 35: Beats Level 36: Continuously Left Moving Platform 37: Left to Right Platform 38: Down to up Platform 39: White Chomping plant 3D: White Chomping plant that shoots fire balls 3E: Platform Shakes up and down 3F: Dry Bones 41: Goal Card 45: Walking small fire 46: Piranah Plant with Floating Ball 48: Tiny Cheap cheap flying left 49: Cloud 4A: ? Crystal ball (drains time into points and kills you with a time up) 4B: Dying boom boom, ? Crystal appears (Acts like normal Crystal) 4C: Dying boom boom, ? Crystal appears (Acts like normal Crystal) 50: Bombomb dies 51: Floating castle orbs 52: Collects empty chest? 53: Castle jumping fireball 54: Bombomb dies 56: Leftward Munching Pirannah Plant 57: Rightward Munching Pirannah Plant 58: Floating Black Ball with fireball tail follows Mario (will try to kill you) 59: Jumping flames with flame tail dies 5A: Castle orb circles left 5B: Castle orb circles right 5C: Block Break Animation 5D: Lose control of Mario spins in the Air and Floats (Whirwind Effect)*will stop like normal* 5E: Double castle orb 5F: Double castle orb 60: Double Castle orb 61: Blooper pink 62: Blooper pink 63: Swimming big Red fish, Spits out small fish 64: Cheep Cheep (Red) 67: White underwater flower, Spits out pollen? 68: Upside down Buzzy Beetle Shell *will recover* (Rightward) 69: Upside down Spiney Shell *will recover* (Rightward) 6A: Blooper White (Spawns small bloops) 6B: Kills Block enemy 6C: Upside down Green Koopa Shell *will recover* 6D: Upside down Red Koopa Shell *will recover* 6E: Upside down Green Koopa Shell (With Points) *will recover* 6F: Flying Red Koopa (Up and down) 70: Upside down Buzzy Beetle Shell *will recover* (leftward) 71: Upside down Spiney Shell *will recover* (Leftward) 72: Goomba Dies 73: Dark Goomba Dies 74: Crashes Game 75: Fire ball flies to the right 77: Flying(swimming?) green Cheep Cheep 78: Bullet Bill 79: Missile Bill 7A: Giant Green Koopa 7B: Giant Red Koopa 7C: Giant Goomba 7D: Giant green Piranah Plant 7E: Giant Flying Green Koopa 7F: Gaint Red Piranah Plant 80: Flying Green Koopa (Left to Right) 81: Hammer Bro 82: Boomerang Bro 83: Latiku *red* Spineys) 84: Dead Red Spiney 85: Dead Green Spiney 86: Sledge Hammer Bro 87: Fire Bro 88: Gold Cheep Cheep 89: Crashes Game 8A: Green Thwomp (Down then up) 8B: Green Thwomp (Left then Right) 8C: Green Thwomp (Right then Left) 8D: Green Thwomp (Keeps going up then down at slow rate) 8E: Green Thwomp (Keep going Left diagonal then Right diagonal at slow rate) 8F: Green Thwomp (Keep going Right diagonal then Left diagonal at slow rate) 90: Horaontal spinning platform 91: Spinning platform (just keeps spinning) 92: Spinning platform (just keeps spinning) *Rightward* 93: Spinning platform (just keeps spinning) *Leftward* 94: Gaint ? Block (1ups) 95: Giant ? Block (Mushroom) 96: Giant ? Block (Fire Flower) 97: Giant ? Block (Leaf) 98: Giant ? Block (Tanooki Suit) 99: Giant ? Block (Frog Suit) 9A: Giant ? Block (Hammer Suit) 9E: Dropping Flame *Castle* 9F: Red Flying Beetle A1: Upside down Green Pirannah Plant A3: Upside Down Red Pirannah Plant A3: Upside Down Green Pirannah Plant (looks like one that spits stuff) A7: Upside down Red Pirannah Plant (looks like one that spits stuff) AA: Propeller AD: Guy that pops up and throws stuff at you AE: Nut (battle ship stages) AF: Angry Sun B0: Gaint Bullet? B3: Flashng Spiney *Goes Back and Forth* C4: Crashes Game C6: Crashes Game C8: Crashes Game C9: Crashes Game CA: Crashes Game D4: Crahes Game D5: Crashes Game D6: Crashes Game D7: Messes up and freezes game *Not music* D8: Crashes Game D9: Crashes Game *Plays wierd sound* DA: Crashes Game *Plays wierd sound* DB: Crashes Game DC: Crashes Game DD: Crashes Game *Plays wierd sound* DE: Crashes Game DF: Crashes Game *Plays wierd sound* E0 Crashes Game E1: Crashes Game E2: Crashes Game E3: Crashes Game E4: Crashes Game E5: Crashes Game E6: Crashes Game *Play Wierd Sound E7: Crashes Game E8: Crashes Game E9: Crashes Game EA: Crashes Game EB: Crashes Game EC: Crashes Game ED: Crashes Game (Map inventory function???) EE: Crashes Game EF: Freezes/Messes up game *Music runs* F0: Crashes Game F1: Crashes Game F2: Crashes Game F3: Crashes Game F4: Crashes Game F5: Crashes Game F6: Crashes Game F7: Crashes Game *Wierd Sound* F8: Crashes Game F9: Crashes Game FA: Map menu inventory action? *does not freeze game* FC: Map menu inventory action? *does not freeze game* FD: Freezes Game *Wierd Sound* FE: Crashes Game FF: Messes Up then Crashes Game 0x28AE Mushroom properties 0x28AF - Mushoom Sprite gives power 0x28BB - 0x28BC Controls Mushroom Growing animation time length *Turn both to EA for no growing animation or 0x28BB to 00 0x28C0 - 0x28C4 - All Powerup Point Controls (enter information in 0x28C1) *1ups are excluded* 01 - 10 Points 02 - 20 Points 03 - 40 Points 04 - 80 Points 05 - 100 Points 06 - 200 Points 07 - 400 Points 08 - 800 09 - 1000 Points 10+ - 1up 0x28C5 - 0x28C9 - Controls Power up disapearing from level/screen when picked up *except for 1up and Fire flowers* 0x28CF - 0x28D2 - Controls Powerup Sound for Mushroom and Fire Flower *enter in 0x28CF* 00 - Nothing 01 - Coin 02 - Power up emerging from Block 03 - Coin 04 - Vine Emerging from block 05 - Coin 06 - Power up emerging from Block 20 - Mushroom/Fire Flower Powerup 40 - 1up 60 - 1up 80 - Leaf/Suit Powerup FF - Really Long 1up version 0x28D5 - Sound Control For Emerging powerups 0x28D6 - Control how powerups come out of box? 0x28D7 - Controls powerup fall speed *too low of a number makes them float into the air...* 0x28D8 - Makes powerups float up *If set to 78 power ups stay ontop of box but are untouchable* 0x28D9 - Something about powerup emerging projectery.. 0x2A1E Fire Flower Properties 0x2A1F - Fire Flower Sprite gives Power 0x2C5D - Leaf Propeties 0x2C5E - Leaf Sprite gives power 0x2830 - A8(A9) 0x2831 - C8(XX) 0x2832 - 8C(8D) - Change all Suits to give a certain power (Not too useful but getting closer) 02 = Mushroom 03 = Fire Flower 04 = Leaf 05 = Frog Suit 06 = Tanooki Suit 07 = Hammer Bros. Suit 10 = Statue mode 80 = Shoe Giant ? Block Disassembly 0xB63E - Makes game freeze when you collect powerup if not set to 60 0xB63F - Makes Gaint blocks decend continuously towards the bottom screen (Higher the number faster they decend)*Normal 00* 0xB640 - Appears to make block go slightly higher or lower when hit *Kinda pointless leave at 40* 0xB641 - Same as 0XB640 *combine for larger effect Norm 30* 0xB642 - Same as 0XB640 *combine for larger effect Norm 20* 0xB643 - Same as 0XB640 *combine for larger effect Norm 10* 0xB644 - Same as 0XB640 *combine for larger effect Norm 00* 0xB645 - Same as 0XB640 *combine for larger effect Norm F0* 0xB646 - Same as 0XB640 *combine for larger effect Norm E0* 0xB647 - Same as 0XB640 *combine for larger effect Norm D0* 0xB648 - Same as 0XB640 *combine for larger effect Norm C0* -Probably has to do with shaking effect- 0xB649 - Not Sure what this does anymore 0xB64C - *Appears to be The Giant ? Block Sprite itself (Powerup Sprites are normal)* 0xB694 - Appear to affect the spawing of item from block *Norm 9A* setting number to anything but norm seems to spawn endless amounts of block item 0xB695 - same as B694 *Norm F0* 0xB696 - same as B694 *Norm 14* Pointers for Giant ? Block Sprite 0xB759 - Sprite for Top Right Corner of Giant ? 0xB75A - Sprite for Top Right Corner of Used Giant ? 0xB75B - Sprite for Top Right Middle of Giant ? 0xB75C - Sprite for Top Middle Corner of Used Giant ? 0xB75D - Sprite for Top Left Middle of Giant ? 0xB75E - Sprite for Top Right Middle of Used Giant ? 0xB75F - Sprite for Top Left Corner of Giant ? 0xB760 - Sprite for Top Left Corner of Used Giant ? 0xB761 - Sprite for Bottom Right Corner of Giant ? 0xB762 - Sprite for Bottom Right Corner of Used Giant ? 0xB763 - Sprite for Top Right Middle of Giant ? 0xB764 - Sprite for Top Right Middle of Used Giant ? 0xB765 - Sprite for Bottom Left Middle of Giant ? 0xB766 - Sprite for Bottom Left Middle of Used Giant ? 0xB767 - Sprite for Bottom Left Corner of Giant ? 0xB768 - Sprite for Bottom Left Corner of Used Giant ? Sprite Pointers 0x21EB - Star Sprite Left Half 0x21EC - Star Sprite Right Half 0x21ED - Tanooki Suit Sprite Left Half 0x21EE - Tanooki Suit Sprite Right Half 0x21EF - Frog Suit Sprite Left Half 0x21F0 - Frog Suit Sprite Right Half 0x21F1 - Hammer Suit Sprite Left Half 0x21F2 - Hammer Suit Sprite Right Half 0x21F3 - Mushroom Sprite Left Half *1up included* 0x21F4 - Mushroom Suit Sprite Right Half *1up included* 0x21F5 - Fire Flower Sprite Left Half 0x21F6 - Fire Flower Sprite Right Half Pallettes 0x10539 - 0x1053C - sm/big/rac Mario Palette 0x1053D - 0x10540 - sm/big/rac Luigi Palette 0x10541 - 0x10544 - Fire Mario/Luigi Palette 0x10549 - 0x1054C - Frog Mario/Luigi Palette 0x1054D - 0x10550 - Tanooki Mario/Luigi Palette 0x10551 - 0x10554 - Hammer Mario/Luigi Palette ____________________ New World Revolution |
hukka |
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Goomba Level: 14 Posts: 28/28 EXP: 11712 Next: 1359 Since: 03-19-07 From: Finland Last post: 4256 days Last view: 3844 days |
Since I just stumbled upon it, I thought I'd answer this post from a while ago and give a sort of a status update:
Posted by michelfp 1. Yes - however I'm planning to fix the 'Limit size' feature to enforce the limits in the ROM. 2. Technically yes, although the SMAS editing functionality is not nearly as full-featured as NES SMB3 editing. 3. No - the code is old and a horrible mess, and I haven't had the proper setup to even compile Workshop for a couple of years now. However I am planning to try and get it to compile at least so I can fix the 'Limit size' feature. I do not provide support as I've pretty much forgotten a lot about both the editor and the internals of the game itself. 4. It's OK as long as you stay inside the level size limits. Oh, and please let me know if there's any other important bugs in Workshop that should be fixed. I can't promise I'll be able to or specify any sort of a time frame for when I'll get around to it. ____________________ http://hukka.ncn.fi |
Hamtaro126 |
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Cheep-cheep Level: 33 Posts: 161/194 EXP: 212873 Next: 16306 Since: 05-02-07 From: Shelton, WA Last post: 2475 days Last view: 2317 days |
Welcome Back, Hukka
I really missed you, Really, I do... Without SMB3WS, It did not inspire the Reuben project (dead) and the SMB3DIS disassembly (completed by SonicEpoch) ____________________ Mah boi, romhacking is what all true warriors strive for! I wonder what's for dinner? |
xerox519 |
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Newcomer Level: 7 Posts: 1/6 EXP: 956 Next: 492 Since: 09-27-12 Last post: 3586 days Last view: 3586 days |
Limits on level extending? |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 1/467 EXP: 638957 Next: 21207 Since: 05-07-13 From: The dirty south Last post: 3482 days Last view: 3480 days |
Hey, I'm somewhat new to the hacking scene and I was just wondering...
Does anyone know how to make the bosses more difficult? I was thinking of making BoomBoom jump higher like in Some Usual Day and have the final 3 Koopalings require more hits on the hits on the head before they "die." Is there any way I could edit this using a hex editor or do I need to hack into the ASM? ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 405/417 EXP: 674561 Next: 37213 Since: 02-22-07 Last post: 3488 days Last view: 3408 days |
Unfortunately it seems the only good way to add difficulty to a boss fight is through assembly. I've modified my boom boom to have a custom routine for each world he appears to make him difficult. For example: World 1's Boom Boom uses a Star to become invincible temporarily, leaving a smaller window of opportunity to attack. There's only so much you can do through hex editing since a lot of the routines are based around how many hits they have left. |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 2/467 EXP: 638957 Next: 21207 Since: 05-07-13 From: The dirty south Last post: 3482 days Last view: 3480 days |
I was afraid of that. I was also interested in putting the maps' songs in a couple of levels similar to what Shwa did in Chaos Control.
I know next to nothing about ASM hacking. Can you or JaSp give me a couple of pointers? ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
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